Hey, so, I plan on putting out two more versions of TCS in the future: a fixed-up, patched-up "post-contest" release in a week or two, then in a few months(ish) after my project with LouisCyphre is done, a biggerer, betterer, revamped(ed?) version, sort of like what Karsuman and I did with the V&V Overhaul.
Here's what bugs I know exist, that will be fixed immediately:
Berserk doesn't force attacks on the turn you inflict it
Poison/Burning deal damage from the correct stat (Water/Fire) but don't apply the target's resistance
Entry to the final dungeon is wonky
Equip menu has a weird window
Certain encounters (I know of the Witchery Cap/Gold Phalanx battles on the world map, and two spiders in Czarina's Fortress) are accidentally duplicated instead of calling the correct battle
There's a typo during the second chat bubble in the Kyberos Den
Things I want to work on for the TCS v1.1 release soon:
Add in axed dungeons (Lair of the Serpent, Tomb of the Fallen, The Void, Aries Chamber)
Expand the final dungeon into a proper dungeon
Add speed controls in the System menu, so you can walk at whatever pace you like (also will add a caterpillar on/off toggle)
Add a resistance window to the Character menu so you can see elemental and state resistances
Adjust some animations to be faster in battle
Increase the difficulty of "late-game" dungeons (biggest offenders are Czarina's Fortress and Dragon's Feast; you can get the top-tier spells and equipment there with a fresh-out-of-the-Den party by simply abusing Hypnosis and Bitter Ramble)
Adjust most, if not all, CC-inflicting spells. Hypnosis will likely stay the same. Area CC will be nerfed, and most importantly, Hold Resist will be part of every CC -- an enemy that is Stunned cannot easily be Berserked before "Hold Resist" itself is applied, for example, which is currently an extremely abusable mechanic
Early-game equipment will be slightly buffed in order to be more rewarding if you sequence break
"Boss Clear" count added to the main menu, so that you can easily see how much of the non-final dungeon game you have completed
Possible addition of more mid-tier spells, and teeny-tiny dungeons guarding them, so that you can have earlier access to better Fire and Water magic than Pyre Call/Bubble/Tundra for a good while
If you have any ideas, please, please share them! I'm very open to criticisms and your general thoughts. Thanks. =)